Are Dungeons the Most Deadly Part of HC?

My capstone intention on Classic HC was dungeoning, adding new stakes to delving deep into the depths of Azeroth. In my head, the stakes are balanced by classic mechanics being straightforward, but in practice dungeons have been quite volatile:

  • Lost my first flagship character to someone pulling extra groups through proximity in the Deadmines. The angry mobs ran past the tank and planted my healer in the ground.
  • A rogue in a group got mad when the mage rolled need on and won an AGI/STA ring and tried to PK all of us by pulling multiple rooms and than vanishing. A rude roll? Yes. Worth trying to kill 4 people over a 6G BoE ring? Nope. Thank goodness for Divine Protection!
  • Lost two people and personally hit 6% health when a YOLO dungeon group ignored a runner. The hunter yelled at my pally tank for not taunting one of the mobs off of him in the middle of the fracas.
  • A couple of other close calls, primarily when a group steamrolls a dungeon, gets complacent, and pulls extra mobs by accident.

I’m starting to wonder if dungeons are just Russian roulette. What do you think?

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Other players are always the most dangerous elements, either through flagged hostility, direct competition, feckless anger or a dangerously unaccounted for incompetence.

Dungeons on their own arent that dangerous handled by a group of capable, cool headed players. Hardcore is littered with the corpses of the inept and their unwitting victims.

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Deadmines and other early dungeons are the most deadly. Not because of the dungeon itself, but because of the players. By the time you get to Maraudon, most of the reckless players have long since died, and you’ll get safer dungeon groups just be default. Always be wary of hunters and especially rogues though. It’s too easy for them to do something stupid (either intentionally or not), and then escape combat. I try to form dungeon groups without any rogues or hunters, and they almost always go smoothly.

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I don’t think they are even close to the most deadly. The most deadly is not knowing about something and Greed.

I have done idk how many dungeons, in the hundreds for sure. I have only died in DM once because of a griefer. Outside of the grief run. I can only remember having 1 guy die outside of that. And he died in DM as well lol. He jumped up on the big wheel thing mid way pulled all the mobs on top. Thought he was griefing until he jumped completely off of it while we jumped on it to safespot and he just started running for the exit where he got chased down and killed. Just a clueless guy lol.

Nvm I remember 2 more but I am too lazy to rewrite everything above. Other 2 died in Gnomer. We needed more kills for quest completion after we finished and made the dreadful mistake of going down the middle of the last corridor. Never go down the middle. You will always accidentally pull the dungeon unless you cleared both sides beforehand. Outside of that and sticking to the walls Gnomer has been easy. (Rest of us eluned hearth, Vanished or like me got lucky and hearthed with in the middle of it and barely got out)

But like I said before all it would of took is one person knowing to never take that pathway. I think not knowing something kills people in the open world far more. Knowing social leashes, mob abilities (IE Net, Disarm, spell reflect, etc)

Now the most deadly for a very experienced player is indeed arguably dungeons. Since it does give partial agency of your life to someone else. Which takes away from your own skill.

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I think other PLAYERS in dungeons are the most dangerous

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I haven’t had problems in dungeons, but definitely found elite quests to be extremely dangerous, and I find people tend to be less careful in those. Sometimes where they either lack knowledge about how to use some abilities, or simply don’t bother. Unlike dungeon groups, the roles will often be less defined, leading to confusion and other issues increasing the risk.

I had no deaths in dungeons. all were overworld.